Fire Force
Crazy One-Shot #8

Type of Game
A time trial where you can't go too fast either, plus a whole bunch of medals to collect. It's actually way better than my description.
Release date on our machines
1992—I think that’s already asking a lot to know the year of publication.
Developer
Um… it definitely comes from someone, but it’s hard to figure out the name of the company. The game’s intro says “A Day Gibbons Production, in association with MPDL.” We’ll have to make do with that.
Publisher
International Computer Entertainment Ltd. but looooool, who are they?
Fire Force: available on absolutely nothing—as you can imagine, nobody cared about that!
A time trial where you can't go too fast either, plus a whole bunch of medals to collect. It's actually way better than my description.
Along with Double Dragon and Out Run, this is the only game I remember seeing running on the computer at a friend’s house named Terrence Dobermann. He had an older brother too—I can’t remember his name, sorry, man. The Amiga 500 sat in a small room, a sort of archive den filled with shelves stacked with files, and you could only get in through their game room. Well, I say Amiga 500, but I’m totally making that up, because honestly, I don’t remember what machine it was. Maybe they had a CD32, or an Atari ST—who am I to judge someone who bought such a machine? Anyway, Fire Force made a bigger impression on me than the other two games I mentioned twenty minutes ago—by a mile! I swore by it, even though I never knew what it was called back then, and I had a pretty hard time tracking it down, many years later. I didn’t even want to play with the real toys in their playroom anymore, with the Dobermann brothers, and yet it was overflowing with miniature cars (including the Crack-Ups, with their bodies that could simulate accidents), Cosmix, and other stuff I’d never seen anywhere else. One of their best gadgets was a light-up track scroll case, the Tomy Turbo Racing Cockpit. It was like being in a third-person racing game, but in real life. Incredible! And then… no idea why, but I stopped hanging out with Terrence.
Waking Dream

Because he switched schools, I think. But actually, no, since we weren’t even at the same school to begin with—he lived on the other side of town. So what could have happened to drive us apart, when we were having such a good time? And how did I meet him, anyway? Did I make it all up? Is there really a person named Terrence Dobermann? No, it’s impossible to make up something as cool as the Tomy Turbo Racing Cockpit. Well, I’ll ask my mom if she remembers. Oh wait, no, I lost track of her too! Haha! And not because she was beating me at Double Dragon! Haha, no, no, no! That’s funny! Anyway, I really liked that Terrence, but I think I liked Fire Force even more.
Guns, Carotid Arteries, and Predator

Back in the early ’90s, you didn’t need ten terms, each intertwined with the others to varying degrees, to categorize a video game. A pointless and wanky boomer statement. Yeah. I know. So what? Well, nothing. It’s just lame, and I’m not even deleting it. Okay. I guess Fire Force fell 100% into the Run and Gun category. The guy you play runs and shoots with guns. Yeah, that fits. Run and Gun. He guns and runs in the desert, he guns and runs in the jungle, he guns and runs in cities, in the jungle at night, then back to the desert… and so on. He shoots his way through a lot of places that look alike, even if we do get a few variations in the background sprites, notably a big bridge at the end. Our guy fires bullets at a whole bunch of other guys, but they’re pretty much the same throughout. I’m not really sure why, but when I look at his sprites, I think of the long-haired guy who thinks he’s a badass in the first Predator movie.
If he feels like it, he can take out his enemies with real weapons, ranging from the AK-47 to the M-60, not to mention the M16 and other toys that fire rounds. Sorry, I don’t know a thing about goddamn guns and freaking assault rifles. And I’m starting to talk like I’m in Predator—awesome. If the guy’s sick of shooting, good for him! Grenades and C-4 will give him a little more leeway when it comes to pyrotechnics. Personally, I loved this system that lets you pack pretty much whatever you want before missions, as long as you’ve got room left in your pockets and on your shoulder strap. It’s best to bring some spare ammo and med kits, too. You can find them on your freshly slaughtered victims, but they’re not exactly a dime a dozen either. And then there’s that insane interface! Seeing your gun in close-up in a frame below the gameplay screen—I don’t know, I just loved it.


It was actually that specific graphical detail that helped me figure out the game’s name. Another feature I loved? The end-of-mission rewards! Depending on your score, you earn various medals and/or a promotion to a higher rank. It doesn’t really serve any purpose, other than making your profile look cool between rounds of “shoot ’em up.” Kind of like in Cannon Fodder, really. Actually, exactly the same, but more serious. So, did I really love the game, or just the trappings surrounding the core gameplay? Hmm, now that I’m asking myself that question, I’m not really sure. Maybe I was just waiting to start a mission so I could choose what gear to bring, and I was eager to finish my objective so I could admire the badges they were kind enough to give me. Then again, I probably didn’t see many of those badges.
Translated with DeepL.com (free version)
I can't remember how far I managed to get, but not very far, I think. Not only did I not play Fire Force fifty times (no more than twelve or thirteen, I'd say), but apparently, the time limit imposed on players to complete missions put off quite a few people (myself included, no doubt). The helicopter that drops us off at the start of missions also comes to pick us up at a very specific time. If you haven’t reached the extraction point within about ten seconds, the chopper takes off. You’re left all alone in super-hostile terrain, and of course, it’s game over—great. On the flip side, if you arrive too early, you have to wait around doing nothing until the thing lands, creating a super awkward situation. Why not have implemented some kind of trigger that brings our ride as soon as we’re done?


Honestly, I've seen gameplay videos where the player just hangs around for three or four minutes before getting taken out. The corpses of his victims are still gurgling right next to him. Sooooo cringey! Speaking of corpses, I have to admit I got a pretty big kick out of the knife. Not by stabbing opponents relentlessly until they fell, no. But by slitting their throats after sneaking up on them without getting spotted. Yeah, guys, Metal Gear totally ripped off Fire Force—didn’t you know? It was a pretty raw and brutal kind of violence, but we just thought it was cool, simply because there was blood like in Van Damme movies. Still, we were also learning our multiplication tables in school, so our parents had no idea what was really about.
Nullitary March
Whoa! What a dive into the OST, you little buggers! I picked up the word “bugger” from Terrence, so there’s no better time to drop it. Just one track to listen to, which sounds like any generic video game military march, in the most bland sense possible. Snare drums tapped out emotionlessly with equally depressing drumsticks. The track plays during the intro, the mission brief, and the post-mission debrief. There’s nothing else to stick in your ears, aside from the sound effects of guys having their throats slit or getting shot by us. 90% of our experience, basically. A real shame for a game from 1992; it might have been understandable three years earlier, but here… not exactly a highlight. It’s all the more of a shame because you can tell a lot of care went into certain sounds, at least on the Amiga—because on the Atari, you can’t say the same. Each weapon has its own firing sound, and slitting someone’s throat is strangely very ASMR for me. I know that only two guys worked on Fire Force: Dave Gibbons the coder, Steven Day the graphic designer. And kudos to them, right ? But a little under-the-table payment to someone who could’ve whipped up themes for each area, or even each mission—let’s be honest—that would’ve really nailed it. And there you go, no choice, I’m gonna have to stick this same track in here. What a disaster.
I love you more than you do
My knowledge of run-and-gun games is pretty limited. The all-time classics like Contra, Metal Slug, or Gunstar Heroes? Never played them. A bit of Ikari Warriors on the Atari ST, Robocop vs. Terminator on the Mega Drive, and, um… Cannon Fodder and Alien 3 on the SNES? I’m stretching the definition of the genre a bit to throw in some references, aren’t I? That total knockoff I made with a buddy on Kilk & Play? Haha, just kidding. None of those are anything like Fire Force, anyway. I would’ve loved to play it more often myself! But hey, fate had other plans, making me lose touch with the only guy I knew who owned that game. My real regret is not having spent more time at his place. He must have had plenty of other video games to show me, but we didn’t turn on his computer that often. Instead, he’d usually show me a different toy—I don’t remember them all, there were so many. In addition to what I listed in the intro, I still remember the "Choose your way Gamebooks": sort of like Choose Your Own Adventure books, but all in very detailed pictures. I read three or four of them at his house; they fascinated me so much I couldn’t sleep. We’d also built a crazy electric car track.

It went a hell of a lot faster than in his Tomy Cockpit Turbo Whatever. Damn it, why didn’t I insist on seeing him more often, even in the second half of elementary school? I got back in touch with him on Facebook around 2009, but nothing came of it. The guy didn’t indulge in nostalgia like I did, and didn’t remember our shared childhood as a time blessed by the gods of entertainment. He’d also forgotten my last name, which almost offended me and convinced me that I’d experienced a more intense version of that era than he had. At the same time, I wouldn’t wish on anyone to obsess over the ’90s the way I do. Who would be cruel enough to drag innocent people into the same pointless neuroses? By creating an archive site about the awesomeness of childhood at the very end of the second millennium? Nah, nobody would do that.
